Skip to content
Mageholdplaymagehold.com

Events · The Crown Peak

28 events. The Mountain's upper tiers, the great houses, the Academy on the summit.

The Crown Peak →

Index of this page

The Terrace Lamp Barge

A utility barge works along the ninth terrace of Crown Peak, refilling the monumental street-lamps that keep the noble district bright as noon. Each lamp burns more crystal in a single night than a lower-dock street sees all winter.
  • [Lowborn] Call out to the barge's working-class deckhands—they're fellow dock-folk.
    Crew: LowbornCosts 20 silver
    Recognizing one of their own, the deckhands gladly sell you a load of chipped overflow crystal off the books at a steep discount.
    +8 crystal
  • [Gnome] Offer to realign the lamp reflectors.
    Crew: Gnome
  • [Crown +1] Offer to escort the utility barge along her route.
    The Crown standing 1+
    You fly guard over the barge all afternoon, and the grateful lamp-master pays you in redeemable noble house scrip.
    +45 silver−1 heat
  • Sneakily siphon fuel crystal from her feed hoses while her crew is busy on the terrace.
  • Set course and fly on.
    You fly on as the terrace lamps blaze behind you all the way to the summit.

House Varrow Patrol

A private warship painted in the green-and-silver livery of House Varrow drops from an upper terrace and opens her gun ports. "This airspace belongs to House Varrow!" her lieutenant calls across. "Pay fifty silver for the privilege of breathing our sky!"
  • Pay the fifty-silver airspace toll. (50 silver)
    Costs 50 silver
    The lieutenant counts your silver, hands over a stamped House Varrow transit pass, and waves you on.
  • [Noble] Have crewmate reply in high-terrace aristocratic dialect.
    Crew: Noble
  • [Crown +2] Present your official Admiralty dispatches.
    The Crown standing 2+
    Seeing the Admiralty seal on your orders, the house lieutenant hastily backs down and clears the lane.
  • [Duelist] Challenge the lieutenant to single combat on his own quarterdeck.
    Crew: Duelist
  • Refuse the toll and ready your weapons: "Come and take it!"
    The House Varrow cutter immediately opens fire!
    +1 heatBattle: Household ship

The Gilt Sparrow

A gleaming white-and-gold frigate glides alongside your hull. Her commander—Captain Peregrine Vaux, the favored champion of the Exhibition—lowers his spyglass with a smirk. "They let Lowborn hulls fly this high up the Mountain now? How charitable."
  • [Helm 2] Challenge him to a high-speed race around the summit spire for a silver purse.
    Crew: Helm 2+
  • [Avian] Fly up and snatch his house pennant while he gloats.
    Crew: Avian
  • [Gunner] Shoot the gilded weathervane clean off his mainmast.
    Crew: Gunner
  • Dip your flag in an exaggeratedly deep, mocking bow.
    Amused by your nerve, Vaux dips his colors in return and has his steward toss over a bottle of vintage wine.
    +1 The Crown standing
  • Reply coldly: "We fly the same sky you do, Captain."
    "Not for much longer," Vaux replies pleasantly as his frigate pulls away.

The Gilt Sparrow Damaged

You encounter the Gilt Sparrow again, drifting low in the lane with gray Hush-scorch across her bow. A shaken Captain Peregrine Vaux hails you personally—an Undertow ambush just killed his chief Warden and two riggers, leaving his crew reeling.
  • [Mender] Send crewmate across to treat his wounded sailors.
    Crew: Mender
    crewmate tends his injured crew through the night. At dawn, a humbled Vaux shakes your hand in genuine gratitude and shares supplies from his hold.
    Wear on the crewmate who acted+1 The Crown standing+50 silver
  • [Surgeon] Lend crewmate and two medical flasks to save his critically wounded.
    Crew: SurgeonCosts 2 flasks
    crewmate stabilizes his casualties and returns with a high-grade surgeon's kit from the Sparrow's stores, accompanied by a respectful note of thanks.
    Fitting: Surgeon's Chest+1 The Crown standing
  • Offer to record his fallen sailors in your ship's Roll of Honor.
    "The Admiralty only files casualty numbers on a form," Vaux says quietly, watching you inscribe his sailors' names with honor. Moved, he insists on paying you a generous purse.
    +40 silver+1 The Crown standing
  • Share four provisions from your galley with his exhausted crew. (4 provisions)
    Costs 4 provisions
    "Don't mention this on the terraces," Vaux mutters, eating salt pork at the rail alongside his deckhands.
    +1 The Crown standingHeal 20 HP
  • Leave the Gilt Sparrow to tend her own wounds and fly on.
    "Of course," Vaux murmurs hollowly as your ship sails past.

An Aristocratic Challenge

A young nobleman in the blue coat of House Lorne boards your ship accompanied by his second. He claims one of your sailors insulted his sister on the Gilt Terrace, and demands a duel of honor on the floating dueling barge at noon!
  • [Duelist] Send crewmate to represent your ship on the dueling barge.
    Crew: Duelist
  • [Striker] Accept the duel using combat spells.
    Crew: Striker
  • [Noble] Have crewmate cite the Aristocratic Code to disqualify the challenge.
    Crew: Noble
    crewmate points out that because your crew is Lowborn, the Code forbids a peer of the realm from crossing blades with them—leaving the baffled young lord to withdraw.
    −1 heat
  • Issue a formal apology and pay the forty-silver honor forfeit. (40 silver)
    Costs 40 silver
    The young lord accepts your silver forfeit, though his sister later sends a note to your cabin reading simply: "How disappointing."
  • Throw the pompous nobleman off your deck!
    Humiliated, his second fires a signal flare from their boat, calling in House Lorne's armed cutter to attack your ship!
    +1 heatBattle: Household ship

Above the Clouds

High above the clouds, paper lanterns illuminate a floating pavilion hosting the Great Houses' Midsummer Ball. Because the broadsheets have made your crew the talk of the Peak, a messenger kite delivers an invitation to your deck.
  • [Noble] Send crewmate in dress attire to work the ballroom for intelligence and favors.
    Crew: Noble
    crewmate charms an Admiral's widow on the dance floor and returns with high-society gossip, a letter of credit, and this week's Navy patrol schedules!
    +1 The Crown standingReveal 3 waypoints−1 heat
  • [Vulpine] Slip into the high-stakes card room.
    Crew: Vulpine
  • [Smuggler's Nook] Help a Lowborn servant girl at the pavilion escape aboard your ship.
    Room: Smuggler's Nook
    Carrying a tray of empty glasses, she slips past the footmen into your hidden compartment and tosses her Lowborn registry card into the clouds once you clear the Peak.
    New crewmate: Deckhand+1 heat+1 The Free Captains standing
  • Put on your best coat and attend the Midsummer Ball in person.
  • Decline the invitation and send the messenger kite back.
    The kite carries your refusal back up to the lit pavilion.

The Fugitive Registry Clerk

A frantic Registry clerk flags you down from a rowboat, clutching a satchel of official citizenship seals. For eleven years she has secretly altered the master rolls to clear Lowborn families—and this morning, a senior auditor caught her.
  • Sign her onto your crew immediately and slip out of port.
    You grant her passage in your hold; clutching her satchel of seals, she swears she regrets nothing.
    New crewmate: Tilde Marchbank, Quartermaster+2 heat−1 The Crown standing+1 The Free Captains standing
  • [Lowborn] Ask her to use her stolen seals to clear one more record before she hides.
    Crew: Lowborn
    Right there in the rocking boat, she stamps and seals an official pardon certificate striking crewmate's name from the Lowborn rolls forever!
    Loses trait: LowbornNew crewmate: Tilde Marchbank, Quartermaster+2 heat
  • [Smuggler's Nook] Hide her inside your shielded Nook until you clear Crown Peak.
    Room: Smuggler's Nook
    Customs officers search your ship at the next checkpoint and find nothing. Once clear of the Peak, she emerges from the Nook and rewards your crew.
    New crewmate: Tilde Marchbank, Quartermaster+1 The Free Captains standing
  • Arrest her and turn her in at the next Registry post for the bounty.
    The authorities pay you sixty silver and an official commendation as they lead the silent clerk away in chains.
    +60 silver+1 The Crown standing−1 The Free Captains standing
  • Refuse to take her aboard—the heat is too dangerous.
    She rows away into the mist in search of another captain.

The Sympathetic Inspector

After dark, an out-of-uniform Excise inspector boards your ship alone and places a folded paper on your table. It lists forty servants in the lower tiers scheduled to be arrested tomorrow morning as unlicensed casters. "Someone needs to warn them tonight," she says quietly. "If I go myself, they'll hang me."
  • Take the list and spend the night warning the forty servants in person.
    Costs 2 provisions
    Carrying a hooded lantern up and down the back kitchen stairs all night, your crew manages to warn and evacuate thirty-one of the forty before dawn.
    +2 heat+1 The Undertow standing+1 The Free Captains standing−1 The Crown standing
  • [Wild Caster] Introduce her to crewmate to show you protect unlicensed mages.
    Crew: Wild caster
    Seeing how crewmate serves openly on your deck, the inspector signs and double-stamps a blank official casting permit and leaves it on your table.
    Casting permit+1 The Undertow standing
  • [Wisper] Send a summoned wisp down the servants' stairs to deliver the warnings.
    Crew: Wisper
    crewmate's swift wisp darts from door to door all night, warning every single person on the list before the morning raid!
    Wear on the crewmate who acted+2 The Undertow standing+1 heat
  • Betray the inspector and turn her list in to her commanding officer for a reward.
    Her captain strips her of her badge on the spot and pays you a silver reward for exposing a traitor.
    +70 silver+1 The Crown standing−1 The Undertow standing−2 heat
  • Refuse to get involved and hand the list back to her.
    She nods grimly, tucks the list back into her coat, and walks down the gangplank.

Crippled Training Cutter

An Academy training cutter spins out of control near the summit while panicked noble cadets shout at one another on deck. Their magic instructor over-channeled during a demonstration and triggered a void-backlash, collapsing on the planks with ash-gray skin.
  • [Mender] Go across and mend the instructor's shattered mana channels.
    Crew: Mender
    Your mender pulls the instructor back from the brink of death. Deeply impressed, one of the noble cadets asks to join your ship and learn from crewmate!
    Wear on the crewmate who acted+1 The Crown standingNew crewmate: Mage
  • [Warden] Project a stabilizing ward beneath the cutter's keel and guide her into port.
    Crew: Warden
    crewmate steadies the spinning cutter with a keel-ward and talks the shaken cadets safely down to the quay, earning a silver reward from the Academy.
    −12 mana (the crewmate who acted)+1 The Crown standing+45 silver
  • [Surgeon] Keep the unconscious instructor breathing while you tow the cutter in.
    Crew: Surgeon
    crewmate stabilizes the instructor all the way to the dock; the Academy pays a modest reward (after pettily deducting the cost of a frayed tow line).
    +30 silver+1 The Crown standing
  • Evacuate the panicked cadets onto your ship.
    You bring the cadets aboard, though their instructor perishes before you reach the dock. Typical of the Peak, the Academy sends a clerk to collect the body and ignores the traumatized students.
    +1 The Crown standing
  • Set course and fly on.
    You leave the spinning cutter for the Academy's own harbor patrol to rescue.

Undertow Ship Among the Terraces

An unlit Undertow vessel hovers brazenly beside the upper terrace lamps, draining their light one by one into the gray mist. A noble house patrol cutter has already fled in panic while terrified residents watch from their windows.
  • Call the crew to battle stations and attack!
    You close in to attack as her silver-eyed Hollowed crew turns silently to meet you!
    Battle: Hollowed shipIf you win:+50 silver+1 The Crown standing
  • [The Shard] Uncover the Shard and let it siphon away the void shroud protecting her hull.
    Carrying the Shard
    The Shard absorbs the gray void-mist right out of the air around her! Stripped of her shroud, the vulnerable Undertow vessel hastily retreats into the clouds.
    +2 Shard charge+1 The Crown standing
  • [Undertow +1] Flash the secret Undertow hand-signal from your bow.
    The Undertow standing 1+
    A shuttered lantern blinks once on her deck in reply, and the ghost ship drops silently away below the terraces without firing a shot.
  • Ignore her—let the noble houses defend their own terraces.
    You fly on while the terrace lamps behind you go dark tier by tier.
    The front advances 1

The Upper Customs Stair

Above the ninth tier, every ascending vessel must pass through the Customs Stair—a vertical chain of floating checkpoints manned by customs inspectors with brass mana meters, backed up by a massive queue of waiting ships.
  • Wait your turn in the inspection queue.
    Waiting in line costs you the entire afternoon before the customs inspector finally boards your hull.
  • [Forged Papers] Present falsified high-tier transit clearances.
    1 forged papers
    The customs officer stamps your high-grade forgeries without a second glance and waves you straight through.
    −1 forged papers−1 heat
  • [Crown Pennant] Fly your Admiralty pennant and take the express military lane.
    Fitting: Crown Pennant
    Cruising down the empty military lane under your Crown pennant, the checkpoint clerks salute you straight through without stopping.
  • [Construct] Register crewmate on the manifest as commercial freight to use the fast cargo lane.
    Crew: Construct
    Classifying crewmate as "self-propelled ballast" qualifies your ship for the commercial freight lane, letting you bypass the passenger queue completely!
    −1 heat
  • Slip below the floating checkpoints and sneak past in the glare of the terrace lamps.

The Falling Terrace Lamp

One of the massive, house-sized street lamps of the upper terraces snaps loose from its iron bracket and plummets—its blazing crystal core hurtling straight toward the crowded lower-dock slums beneath the clouds!
  • [Boarding Harpoon] Fire your harpoon into the lamp frame and winch it back up to the terrace.
    Room: Boarding Harpoon
  • [Boarding Harpoon] Snag the falling lamp in midair and strip its massive crystal core for yourself!
    Room: Boarding Harpoon
    You catch the lamp, crack open its housing, and pack its rich crystal core into your fuel racks—though dozens of witnesses on the terrace above record your ship's name!
    +10 crystal+3 heat
  • [Stone Warden] Magically drain the weight from the falling lamp.
    Crew: Stone caster · Warden
    crewmate siphons the gravitational weight out of the iron housing until the giant lamp floats harmlessly in midair like a lantern, earning a silver reward from the terrace.
    −15 mana (the crewmate who acted)+55 silver+1 The Crown standing
  • [Ice Mage] Freeze the falling lamp solid against the cliff face.
    Crew: Ice caster · Mage
    Your ice mage welds the plummeting lamp to the mountain wall in a thick glacier of ice, saving the slums below.
    −12 mana (the crewmate who acted)+1 The Crown standing
  • Dive ahead of the falling lamp ringing every alarm bell aboard to clear the streets below!
  • Hold your course—it's too dangerous to intervene.
    You hold your course as the giant lamp plunges through the cloud floor; minutes later, an angry red fire-glow stains the clouds from the slums below.

The Runaway Noblewoman

On an unguarded private landing stage sits a young woman in practical traveling clothes perched atop a sea-trunk. She introduces herself as a trained Warden and the third daughter of noble House Ashgrove—and asks to sign onto a ship that actually sees real action.
  • Sign her onto your crew immediately and slip out of port.
  • [Noble] Have crewmate pen a diplomatic letter to her mother securing the family's blessing.
    Crew: Noble
    crewmate writes a masterwork of aristocratic persuasion. Within the hour, Lady Ashgrove sends over her daughter's baggage, her formal blessing, and a generous allowance purse!
    New crewmate: Celandine Ashgrove, Mage+50 silver+1 The Crown standing
  • [Lowborn] Ask why a daughter of the high terraces wants to sail with a Lowborn crew.
    Crew: Lowborn
    "Because I'm twenty-four years old and I've never once seen the docks right beneath my family's feet," she replies earnestly, signing onto your crew and asking crewmate to teach her the ropes.
    New crewmate: Celandine Ashgrove, Mage
  • Refuse her request and tell her to go back to her manor.
    She sighs and remains sitting stubbornly on her trunk as your ship pulls away from the landing.

House Merrow's Envoy

The Crown PeakCarrying the Shard
An envoy from noble House Merrow boards your ship flanked by two silent bodyguards carrying an iron strongbox. "We know about the Shard in your hold, Captain," she says smoothly. "House Merrow will pay you 350 silver right now to hand it over, no questions asked."
  • Accept the offer and sell the Shard to House Merrow. (350 silver)
    Wearing lead-lined gloves, the envoy transfers the Shard into her strongbox and pays you 350 silver as every mana meter on your ship springs back to life.
    Sell the Shard for 350 silverLedger: Cold Coin
  • [Noble] Have crewmate play House Merrow off against its rivals to drive the price up to 400 silver.
    Crew: Noble
    crewmate casually mentions interest from two rival Peak families, forcing the anxious envoy to raise her buyout price to 400 silver!
    Sell the Shard for 400 silverLedger: Cold Coin
  • [Wild Caster] Have crewmate sense the envoy's true intentions while she speaks.
    Crew: Wild caster
    After you send her away, crewmate warns you: "House Merrow doesn't want to destroy the Hush—they want to use the Shard to control the drain and monopolize all magic on the Mountain!"
    +1 The Undertow standing
  • Refuse her offer flatly: "The Shard is not for sale."

Admiralty Mage Conscription

An Admiralty naval tender pulls alongside waving an emergency wartime writ. "By order of the War Levy, every vessel above the ninth tier must surrender one licensed mage for fleet service immediately," the lieutenant declares.
  • [Licensed Mage] Comply with the writ and let crewmate transfer to the Navy.
    Crew: Licensed · Mage
    crewmate packs their sea-bag and shakes hands with every shipmate on deck before boarding the Navy tender, leaving you with a stamped conscription receipt.
    the crewmate who acted leaves the ship+2 The Crown standing+80 silver−2 heat
  • [Crown +2] Claim an official exemption as a vessel on priority Crown service.
    The Crown standing 2+
    The lieutenant verifies your ship's name on the Admiralty priority roster and salutes, waving you through with your full crew intact.
  • [Quartermaster] Present a doctored crew roster listing zero mages aboard.
    Crew: Quartermaster
  • [Forged Papers] Present a forged War Levy exemption certificate.
    1 forged papers
    The lieutenant scrutinizes the forged exemption twice, finds the Admiralty seals in order, and grudgingly lets you pass.
    −1 forged papers
  • Refuse to surrender any of your crew and prepare for battle!
    The Admiralty tender immediately opens her gun ports and attacks!
    +2 heatBattle: Excise cutter
  • Pay the sixty-silver wartime commutation fee in lieu of a mage. (60 silver)
    Costs 60 silver
    The lieutenant counts your sixty silver, issues a stamped exemption pass, and pulls away.
    −1 heat

The Academy Channel-Clinic

The Academy's high-terrace infirmary smells of lavender and ozone. Master channel-surgeons here can heal magical scarring and trauma—for a steep fee. Noble patients are seen immediately in the front wing, while Lowborn sailors are forced to wait in a crowded back corridor.
  • [Any Caster] Pay full price at the front desk to have crewmate's mana channels restored. (90 silver)
    Crew: Any casterCosts 90 silver
    After three hours under calibrated brass acupuncture needles, crewmate emerges with their magical channels completely healed.
    Scar healed+30 mana (the crewmate who acted)
  • [Noble] Use crewmate's family name to get your entire crew treated in the noble wing at a discount. (60 silver)
    Crew: NobleCosts 60 silver
    Dropping your noble crewmate's family title gets your whole crew ushered straight into the private surgical suites with full honors.
    Heal 100 HPLoses trait: Wounded
  • [Lowborn] Wait all day in the Lowborn corridor for discount treatment. (25 silver)
    Crew: LowbornCosts 25 silver
    Waiting in the back hallway takes all day, but the sympathetic student-surgeon who finally treats your crew does first-rate work for a fraction of the price.
    Heal 60 HPLoses trait: Wounded
  • [Mender] Have crewmate observe the Academy surgeons' techniques from the gallery.
    Crew: Mender
    Watching the master surgeons work teaches crewmate advanced channel-mending techniques in a single afternoon.
    +1 Control+1 heat
  • Leave the clinic without paying for treatment.
    You head back down to your ship at the quay.

The Guild Permit Office

The Crown PeakPortMagehold
At the Guild licensing bureau in the port, an unhurried clerk sits behind a brass grille issuing official mage-casting permits—charging whatever rate she feels like demanding today.
  • Pay the standard seventy-five silver fee for an official casting permit. (75 silver)
    Costs 75 silver
    The clerk stamps the parchment four times and hands you a valid Guild casting permit.
    Casting permit
  • [Guild +2] Claim the discounted Licensed Carrier rate. (35 silver)
    The Guild standing 2+Costs 35 silver
    "An accredited Guild carrier? Why didn't you say so!" She issues the casting permit at less than half price.
    Casting permit
  • [Knack] Register crewmate's minor magical knack as a low-grade body-caster permit. (40 silver)
    Crew: KnackCosts 40 silver
    After having crewmate lift a heavy crate in front of a mana meter, the clerk stamps an official low-grade casting permit—leaving crewmate equal parts insulted and delighted.
    Trait: Licensed
  • [Forged Papers] Submit a forged permit to have it rubber-stamped into the official registry.
    1 forged papers
  • Leave.
    You step out of line and leave the bureau.

The Servants' Stair

Behind the gilded quays of Crown Peak, a narrow stone staircase winds down the cliffside in shadow: the servants' entrance, used by Lowborn kitchen hands and porters. Every night, the noble banqueting halls throw out more untouched food here than the lower docks see in a week.
  • Buy a load of surplus banquet provisions from the back kitchen door. (20 silver)
    Costs 20 silver
    For twenty silver, the scullions load your crew down with fresh loaves, cheese, half a cured ham, and pastries.
    +8 provisions
  • [Lowborn] Sit with the off-duty Lowborn servants on the steps and share a drink.
    Crew: Lowborn
    Sharing a bottle with fellow Lowborn folk, the kitchen workers entrust you with a mailbag of letters for their sons fighting at the Front, along with extra food.
    +3 provisionsHeal 20 HP
  • [Perishable Cargo] Sell your fresh cargo directly to the manor's under-cook at Peak prices.
    Carrying perishable cargo
    Glad to top up the pantry before a banquet, the under-cook pays you top-tier noble prices in cash with no customs fees.
    Lose perishable cargo+65 silver
  • [Deep Beastborn] Since crewmate is barred from the noble promenades, let them take shore leave via the servants' stair.
    Crew: Deep beastborn
    crewmate spends a warm, lively evening laughing and feasting with the kitchen crews in the steam-filled sculleries, returning to the ship in high spirits.
    Heal 30 HPLoses trait: Grieving
  • Try to walk up the grand noble promenade instead.
    An armed house footman takes one look at your Lowborn registry papers and points you back toward the servants' stairs.

The Exhibition Registration Desk

The Crown PeakPortMagehold
Before the tournament, the Exhibition entry clerk demands your ship's name, your captain's registry status, and a full breakdown of your crew by species and social class—all to be printed in the official program alongside the betting odds.
  • [Noble] Register your ship under crewmate's aristocratic family name.
    Crew: Noble
    Seeing a high-terrace noble house at the top of your entry form, the clerk immediately gives your ship favored billing and prime starting odds!
    +1 The Crown standing−2 heat
  • [Lookout 2] Spend the afternoon scouting the defending champion's practice flights.
    Lookout level 2+
    Through the spyglass, your lookout studies how House Highwell's champion frigate maneuvers under fire, giving your gunners a crucial tactical edge.
    +2 Gunnery skill XP
  • [Gnome] Pay thirty silver for the complete ninety-page tournament rulebook and search for loopholes. (30 silver)
    Crew: GnomeCosts 30 silver
    crewmate reads every footnote of the ninety-page rulebook and discovers an archaic clause permitting a "traditional ballast charm"—allowing you to legally fit a bonus upgrade before the match!
    Fitting: Ballast Charm
  • Bribe the clerk forty silver to falsify your ship's specs in the program and throw off your opponents. (40 silver)
    Costs 40 silver
    He pockets your forty silver and prints completely misleading weapon and speed ratings for your ship in the official program.
    −1 heat
  • Submit your true crew roster as-is, Lowborn status and all.
    The program prints your crew roster with Lowborn marks beside nearly every name, lengthening the betting odds against you to forty-to-one—while down on the docks, every worker puts their coppers on your ship!
    +1 The Free Captains standing

The Hall of Commissions

Inside the Peak's Hall of Commissions, younger sons and daughters of the great noble houses wait with their luggage, eager to buy a berth on an active warship and win glory before the war ends. Not one of them has ever gone a day without a meal.
  • Recruit an eager young noble officer for eighty silver. (80 silver)
    Costs 80 silver
    She signs on eagerly—then blinks in surprise when you show her to a crew hammock instead of a private stateroom.
    New crewmate: Mage
  • [Lowborn] Announce openly that you are a Lowborn ship looking for volunteers.
    Crew: Lowborn
  • [Veteran] Have crewmate spar with the applicants on the practice deck and hire the toughest one. (80 silver)
    Crew: VeteranCosts 80 silver
    crewmate knocks six pampered aristocrats flat on their backs and recruits the one who gets back up swinging!
    New crewmate: Mage+1 Melee skill XP
  • [Noble] Have crewmate recruit a talented cousin at the discounted family rate. (50 silver)
    Crew: NobleCosts 50 silver
    crewmate calls in a family connection to sign on the most capable young officer in the hall at a bargain rate.
    New crewmate: Mage
  • Leave the noble hopefuls waiting in the hall.
    You leave the aristocrats to find berths on flashier ships.

The Pleasure Yacht

A noble house's gilded yacht lies wrecked across a high garden terrace, her lamps still burning. A banquet table sits fully set on the aft deck, abandoned in a hurry.
  • Loot the wreck.
  • [Boarding Harpoon] Wrench the gilded figurehead off her bow.
    Room: Boarding Harpoon
    It takes the whole crew most of the afternoon to pry the figurehead loose and bolt it to your bow. It draws plenty of stares—and plenty of coin from impressed patrons.
    Fitting: Gilded Figurehead+1 heat
  • [Surgeon] Search below decks for survivors.
    Crew: Surgeon
    You find a Lowborn servant pinned beneath a fallen sideboard. The noble family fled in their launch and left him behind. Once freed, he asks to join your crew.
    New crewmate: Quartermaster+1 The Free Captains standing
  • Report the wreck's location to the noble house.
    The house dispatches a steward who thanks you, carefully counts the remaining silver spoons, and pays you a small finder's reward.
    +1 The Crown standing+20 silver

Under the Ice

Below the summit, an Academy training frigate lies frozen inside the glacier. She went down thirty years ago with sixty cadets and forty-one servants aboard. The Academy's memorial plaque lists every cadet, but not a single servant.
  • Record the forgotten servants' names in your ship's log.
    Forty-one names are preserved on the frost-covered back page of her muster roll. You copy every one into your log while your crew stands in quiet tribute, lifting their spirits.
    Loses trait: Grieving+1 The Free Captains standing
  • [Emberkin] Melt a tunnel into the cargo hold.
    Crew: Emberkin
    crewmate presses against the glacier wall until the ice melts away. Inside the hold, you salvage brass bolts and frost-clouded mana crystals, though the bitter cold leaves crewmate badly chilled.
    +8 crystal+4 bolts20 damage to the crewmate who acted
  • [Fire mage] Burn a passage into the hold.
    Crew: Fire caster · Mage
    Clouds of steam billow off the glacier as your mage melts the ice. You break into the hold and haul out spare bolts and mana crystals.
    +8 crystal+4 bolts−15 mana (the crewmate who acted)
  • Hack through the ice with axes.
  • Leave the frozen wreck undisturbed.
    You leave the frigate sealed inside the glacier and fly on.

Weather Sent Downhill

The Crown PeakStorm cell
The Academy's weather-mages routinely push storm fronts off the upper peaks to keep the noble estates clear. You are flying straight into the gale they shoved downhill this morning.
  • Brace the rigging and fly straight through the storm.
  • [Air mage] Follow the Academy's wind-channel back up through the storm.
    Crew: Air caster · Mage
    crewmate traces the precise magical seam the Academy mages cut through the clouds, guiding your ship cleanly out of the gale and shaking off pursuit.
    −12 mana (the crewmate who acted)−2 heat
  • [Air Striker] Drive the storm front back uphill toward the Academy.
    Crew: Air caster · Striker
    crewmate hurls the gale back up the mountain slope. For the first time in living memory, a torrential downpour ruins the Academy's afternoon garden party.
    −20 mana (the crewmate who acted)+2 heat−1 The Crown standing+1 The Free Captains standing+1 The Undertow standing
  • [Rigger] Shorten the sails and ride the edge of the gale.
    Crew: Rigger
    crewmate secures the canvas before the worst gusts hit, letting you skim safely down the storm's outer edge with minimal hull damage.
    −1 hull−1 heat
  • Burn extra crystal to drop beneath the storm clouds. (1 crystal)
    Costs 1 crystal
    You dive below the storm front and fly through the dim grey air while thunder shakes your masts from above.
    −1 hull

Under the Gardens

The Crown PeakSafe anchorage
You find a calm pocket of air beneath an overhanging palace garden terrace. Fresh water spills over the stone lip in a silver stream, carrying the occasional fallen peach.
  • Stop for a full rest to heal the crew and restore mana.
  • Rest the crew and patch the hull.
    Your crew works quietly with muffled hammers through the night, repairing the hull while the nobles above remain oblivious.
    Heal 80 HP+200 mana (your mages)+3 hull
  • [Lutrine] Forage in the waterfall pools.
    Crew: Lutrine
    crewmate spends the night diving through the spray and returns with a basket of fallen peaches and fat carp poached from an ornamental pond.
    Heal 200 HP+200 mana (your mages)+5 provisions
  • [Captain] Stand the night watch yourself so the whole crew can sleep.
    Crew: Captain
    You keep watch on the quarterdeck while the palace lamps blaze above the darkened lower tiers. With you on guard, the entire crew gets a full night's rest.
    Heal 200 HP+200 mana (your mages)

The First Academy

Beneath the cellars of the modern Academy, a stone stair descends to the original school built before the Charter. A heavy brass door bars the way, fitted with a mana meter instead of a keyhole.
  • [Any caster] Have crewmate channel mana into the meter.
    Crew: Any caster
    The meter needle climbs to the top and the brass door swings open, releasing a draft of cold air smelling of ancient parchment.
    −15 mana (the crewmate who acted)
  • [Gnome] Bypass the meter's clockwork lock.
    Crew: Gnome
    crewmate pries open the meter casing and trips the internal brass tumblers until the heavy door clicks open.
  • [Stone mage] Open a passage through the stone wall beside the door.
    Crew: Stone caster · Mage
    Your shaper parts the ancient masonry beside the frame, letting your party step right past the locked brass door.
    −10 mana (the crewmate who acted)
  • Pry the door open with iron bars and bolts.
  • Leave it sealed.
    You leave the ancient door sealed and return to your ship.

The Lecture Hall

Tiered benches descend to a round lecture hall inlaid with a cracked casting circle. At the center stands a stone golem with one hand raised, as if waiting to ask a question. A faint glow still lingers in its eyes.
  • [Wild caster] Speak the old command words to calm the golem.
    Crew: Wild caster
    crewmate speaks softly in the pre-Charter formula. The stone figure lowers its hand, kneels, and opens its chest plate—revealing a warm, intact golem core.
    Wear on the crewmate who actedConstruct: Boarding GolemLedger: Golem Core
  • [Gnome] Unbolt its back plate while it is distracted.
    Crew: Gnome
  • [Ursine or Marine] Hold the golem back while the others slip past.
    Either: Crew: Ursine / Crew: Marine
    The stone figure swings toward your party, but crewmate braces against its stone arms and takes the blows until the others are safely through the far door.
    30 damage to the crewmate who acted
  • Sneak quietly around the edge of the hall.
  • Abort the descent and return to the upper chamber.
    You retreat up the stairs, leaving the stone golem waiting in the dark.

The Surveyor's Desk

The inner archive is dry and untouched. On a desk beneath a crossed-circle paperweight lies research abandoned in a hurry: a map of the ley currents and a schematic for a massive machine designed to drain mana from the sky.
  • Take the schematic page and get out.
    You fold the schematic into your ship's log and slip back up the stairs without waking the golem in the lecture hall.
    A lost pageLedger: Delver
  • [Mage] Search the archive shelves for pre-Charter spellbooks.
    Crew: Mage
  • [Chiropteran] Listen for hidden chambers behind the walls.
    Crew: Chiropteran
    crewmate hears air whistling behind a bookcase and uncovers a concealed vault stacked with aged mana crystals.
    A lost page+10 crystalLedger: Delver
  • Turn the entire desk's contents over to the Academy for a reward.
    The Academy administrators pay you a handsome sum of silver and immediately lock the research away without asking a single question.
    +110 silver+1 The Crown standingLedger: Delver

Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord